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Streets of Rage Remake mod - Warriors of Fate (updated to 5.1)

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Post  Cm_Blast Thu Aug 22, 2013 4:27 pm

Once again I'm here to teach you a new mod, based on another beat em up arcade: Warriors of Fate.

The Mod featured:
- The 9 original levels (divided in the classic 8 stages of sor).
- Original music.
- 11 final bosses (the final clock-time-boss now is included).
- Custom palettes.
- Final Bosses are accompanied by soldiers (some have many rounds and others just two rounds).
- More enemies in harder levels.
- Some enemies will drop food, plus there are objects wich also have food.
- Free Scroll.
- Lots of weapons.
- The horse here is a metal bat.
- Two "1 up" scattered throughout the game, both at first sight.
- Bosses have health depending of the original game


 LAST UPDATE (5.1 VERSION)
Main changes:
- New set of custom objects.
- Music for game over, select char and stage clear.
- All the main Cutscenes: the ones between levels/scenes.
- Final timer battle added.
- Two different endings.

Final Update to modern era:
- Stage X Start/clear removed.
- Cutscenes centred.
- Enemies on "Hard or above" have been changed to "only 2 players".
- Bongo1 at stage 3 and Rudra at stage 8 now have the status "boss" (stage clear).
- During battles there will be more enemies dropping food.

Promotional video: (Update to 5.1 version)


links:
Download here:
https://mega.nz/file/L6ogAIQb#d3wEkI2bNFp7K6zmQ_rYbgzM5cRoxsHiPeBqjwT_1lM

More mods here:
https://mega.nz/folder/OywVSSiR#tJrB6EEqjO1P7c891mblng


Last edited by Cm_Blast on Tue Sep 13, 2022 4:10 pm; edited 17 times in total

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Post  Charco Thu Aug 22, 2013 4:56 pm

Looks cool! The question now is which mod will you make next?! You have done all the Capcom ones! Knights of Valour? Cool 

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Post  Cm_Blast Thu Aug 22, 2013 5:10 pm

Charco wrote:Looks cool! The question now is which mod will you make next?! You have done all the Capcom ones! Knights of Valour? Cool 
I´m thinking of remaking the Knights of the round using animated scenarios from the arcade version instead of the static SNES I used.

Also so I can add specifications for hard and very hard based on 2 and 3 players.

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Post  Charco Thu Aug 22, 2013 5:18 pm

Cm_Blast wrote:
Charco wrote:Looks cool! The question now is which mod will you make next?! You have done all the Capcom ones! Knights of Valour? Cool 
I´m thinking of remaking the Knights of the round using animated scenarios from the arcade version instead of the static SNES I used.

Also so I can add specifications for hard and very hard based on 2 and 3 players.
Nice, the graphics on the CPS1 version are far better.

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Post  Don Vecta Wed Aug 28, 2013 11:08 pm

It needs moar Punisher. Very Happy

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Post  Tarma Wed Aug 28, 2013 11:16 pm

TRhank you very much. I'm downloading it. Smile
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Post  wawatu Thu Aug 29, 2013 10:37 pm

punisher mod please i want to see it cm_blast and if you want add the missing stage, the plane

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Post  Tarma Fri Aug 30, 2013 12:54 pm

I finished your mod. Smile I lot all my lives against the last boss (Shiva) and I cheated to beat him with a beginning at stage 8-11 (thanks to the SoR Maker). Razz 

Well, it's a good mod, with very nice graphics and great music. As usual, the palettes are as next to the original game as possible.

Anyway, I found some cons:
- too many Abadedes! It's very hard to beat this muscles mountain!
- there is no real ending (and no story), only a screen
- the game is not really easier on Easy level or harder on Hard level. Ennemies are a little more (or less) aggressive, nothing more. No more (or less) ennemies, same lifebars.

Once again, thank you for all your work. Smile
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Post  Cm_Blast Fri Aug 30, 2013 1:50 pm

Tarma wrote:I finished your mod. :)I lot all my lives against the last boss (Shiva) and I cheated to beat him with a beginning at stage 8-11 (thanks to the SoR Maker). Razz 

Well, it's a good mod, with very nice graphics and great music. As usual, the palettes are as next to the original game as possible.

Anyway, I found some cons:
- too many Abadedes! It's very hard to beat this muscles mountain!
- there is no real ending (and no story), only a screen
- the game is not really easier on Easy level or harder on Hard level. Ennemies are a little more (or less) aggressive, nothing more. No more (or less) ennemies, same lifebars.

Once again, thank you for all your work. Smile
In hard are more enemies. There are even more abadedes XD. Sometimes instead 5 Garcias appear 6.
and for example. In the last water scene with some abadedes (stage 8/ scene 10), in hard appear 2 clows in round 2. in very hard appear more clowns with axes (you can see that by yourself with sormaker).

I was tempted to change abadedes by Barbons or at least remove some abadedes and leave a maximum of 2 (and only add a third if you play at higher levels).

That's something I felt I really should change. The abadedes make the game too unstable, killing 2, 3, 4... lives only because them. 

I left them as an experiment and for the players to give me their opinion on the feeling that has produced battle the Abadedes.

Lifebars: Except the first 2 bosses all have 4 lifebars. I don´t wanted to put more at higher levels because it seems excessive (and boring) to me.
Same with soldiers, lots of them have 1 lifebar. I do not like the idea of ​​facing common soldiers with more than one lifebar except in special cases.

Definitely will review the Issue of abadedes, and let a maximum of 2 on normal, 3 on hard/very hard (Don´t worry, me neither convinces me the idea of ​​fighting against so many of them).

Pd: You found the extras lifes?

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Post  Tarma Fri Aug 30, 2013 9:13 pm

Yes, I found the extra lives. Smile

I think so much Abadedes is a problem to make the mod easier... and so, more attractive. Putting Barbons instead of Abadedes is a good idea. In my mod (did you try the final version? Wink ), I put Barbons for Andores. I know they are not wrestlers, but to my mind, the difficulty is more similar.
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Post  Cm_Blast Fri Aug 30, 2013 10:45 pm

Tarma wrote:Yes, I found the extra lives. Smile 

I think so much Abadedes is a problem to make the mod easier... and so, more attractive. Putting Barbons instead of Abadedes is a good idea. In my mod (did you try the final version? Wink ), I put Barbons for Andores. I know they are not wrestlers, but to my mind, the difficulty is more similar.
Yeah, your´re right.

Barbons are more suitable for this mod. A shame, Abadedes fit well, but it´s true, it is too difficult those parts.

I'll see what I do. 

Thanks.

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Post  Cm_Blast Mon Sep 02, 2013 11:51 pm

Well guys, I change a bit this mod.

I changed Abadedes by Barbones, because fighting 3 or more abadedes at the same time was anti-fun.

So now, 5 barbons can kill your lives, but if you play using your head and use wisely the chicken I putted, you can beat them without losing a single life.

I also made ​​a couple of small visual changes, all information in the first post.

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Post  Don Vecta Thu Sep 05, 2013 9:32 pm

So now that PC is back to work... I downloaded the mods in queue... and yes, Warriors of Fate is a helluva HARD mod! Even with the downsized version with Barbones instead of Abadedes, it was still pretty rough. I rarely lose a continue... I did it this time once.

Great rips, awesome music, good colors, overall good job, in spite of the nasty difficulty. BTW, I always hated those ugly ass Mongolian names, I always prefer the original Chinese names from the Japanese version. Good job.

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Post  Cm_Blast Fri Sep 06, 2013 1:44 am

Don Vecta wrote:So now that PC is back to work... I downloaded the mods in queue... and yes, Warriors of Fate is a helluva HARD mod! Even with the downsized version with Barbones instead of Abadedes, it was still pretty rough. I rarely lose a continue... I did it this time once.

Great rips, awesome music, good colors, overall good job, in spite of the nasty difficulty. BTW, I always hated those ugly ass Mongolian names, I always prefer the original Chinese names from the Japanese version.  Good job.
I guess you played in mania. Was everything all right? (when I chaged Abadedes for Barbons only test it in normal).

Yeah, can be a challenge in some scenes, and in bosses with soldiers.

You´re right, in a mod/game like this their chinese names fits more with the essence of the game. Luckily for changing the names I think you can with the editor, replacing the one I put by the Chinese name. Then they will have the new names if I'm not mistaken. (I've never done before).

Ps: Do you found the 2 hidding 1 up =D?

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Post  Don Vecta Fri Sep 06, 2013 8:44 am

Heh, nope, couldn't find them. Will do another round again. And yes, I might do a change to the Chinese names later on.

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Post  DarkThief Mon Dec 02, 2013 12:12 am

Another quality mod (I kinda like this fantasy mod series you've done) but some serious difficulty issues with this one. (never got to play the original but I can't imagine how that would've been)

- Figthing 3 or more Abadedes at the same time was anti-fun
So is fighting 3 or more Barbons at the same time with hordes of punks, ninjo's or axe-throwers around.

In fact a few of these battles are OTT on mania...you can't do a thing if there are a bunch of axe/fire-throwers (or any mob with ranged attacks but these are worse cos you can't touch them from the front) on both sides of the screen at the same time, or a bunch of Barbons all packed together (they are literally unhittable on later stages when together like that, remember that they block/counter a lot more due to AI later on). If these are meant to match the placings of the original game, then perhaps the health bars could be dropped a bit (especially for Barbon, x1 is waaay over the top IMO considering their numbers) or perhaps more food or 1-ups.

I cheesed it with Rudra first time around (finished on x5), but any other character...not a chance of avoiding continue loss. (even with Skate I was losing 1-2 lives to every group of Barbons later on due to sheer numbers/accompanying mobs...and Skate is normally quite strong against Barbon, not to mention a specialist character for me. Failed at the final boss)

Still a good job with the mod though, I always appreciate the work gone into them. (and I know how much work they are, I used to make them for FPS games)
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Post  Cm_Blast Mon Dec 02, 2013 1:19 am

DarkThief wrote:Another quality mod (I kinda like this fantasy mod series you've done) but some serious difficulty issues with this one. (never got to play the original but I can't imagine how that would've been)

- Figthing 3 or more Abadedes at the same time was anti-fun
So is fighting 3 or more Barbons at the same time with hordes of punks, ninjo's or axe-throwers around.

In fact a few of these battles are OTT on mania...you can't do a thing if there are a bunch of axe/fire-throwers (or any mob with ranged attacks but these are worse cos you can't touch them from the front) on both sides of the screen at the same time, or a bunch of Barbons all packed together (they are literally unhittable on later stages when together like that, remember that they block/counter a lot more due to AI later on).  If these are meant to match the placings of the original game, then perhaps the health bars could be dropped a bit (especially for Barbon, x1 is waaay over the top IMO considering their numbers) or perhaps more food or 1-ups.

I cheesed it with Rudra first time around (finished on x5), but any other character...not a chance of avoiding continue loss. (even with Skate I was losing 1-2 lives to every group of Barbons later on due to sheer numbers/accompanying mobs...and Skate is normally quite strong against Barbon, not to mention a specialist character for me. Failed at the final boss)

Still a good job with the mod though, I always appreciate the work gone into them. (and I know how much work they are, I used to make them for FPS games)
Thank you again =).

Imagine against 5 Abadedes; at first I did with Abadedes; but I changed for Barbons because even in normal was too hard fighting them.

I tried to put some food on some of them; and there are 2 1-up in the game (not hidden in foreground).

In the original arcade game there are 5 big enemies against 3 players; I know this not happen in Sorr because you are alone.

By the way, in this specific mod I didn´t increase the life bar of the enemies (like I did in the Punisher for example).

I appreciate your words, I am not a Mania player (I just play at very-hard to test the mods), so I don´t know how hard can be some of this mods in mania.

Maybe you can play in normal without the power-meter and without running... I don´t know Razz.

Thanks again for playing =).

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Post  DarkThief Mon Dec 02, 2013 4:48 pm

Also doable with Elle (x5 same as Rudra) but again only due to magic really...I fail to see how it could be done with the other toons (X maybe due to the backscrolling screens which give him more room to run away and charge up his gun, but given he's weak against Barbon I can't see it happening anyway)

edit: Done with X and Shiva now.

Cm_Blast wrote:I appreciate your words, I am not a Mania player (I just play at very-hard to test the mods), so I don´t know how hard can be some of this mods in mania.
There's a major ramp-up (although it wasn't that major in 5.0), notably that everything moves and reacts faster.  So eg. placing enemies right next to the player at the start of a scene is going to mean a guaranteed health loss, either from hits or from using a special (which translates to life loss if you had low health coming into it).  Having certain combinations of mobs (notably ranged ones like axe-throwers) in a crowd that also contains a boss or two is likely to lead to cases of life loss without being able to do much (esp. if the boss is Souther and the crowd contains Donovans and your toon relies on jump kicks etc.)

But then again I don't really know how many Mania ppl there are round here, we could be a minority for all we know :p

Imagine against 5 Abadedes; at first I did with Abadedes; but I changed for Barbons because even in normal was too hard fighting them.
No thanks...3 Abadedes in Cazalbe's Adventure was too much as it is Razz(even with Skate, who pwns them hard)


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Post  Cm_Blast Mon Dec 02, 2013 5:15 pm

DarkThief wrote:
There's a major ramp-up (although it wasn't that major in 5.0), notably that everything moves and reacts faster.  So eg. placing enemies right next to the player at the start of a scene is going to mean a guaranteed health loss, either from hits or from using a special (which translates to life loss if you had low health coming into it).  Having certain combinations of mobs (notably ranged ones like axe-throwers) in a crowd that also contains a boss or two is likely to lead to cases of life loss without being able to do much (esp. if the boss is Souther and the crowd contains Donovans and your toon relies on jump kicks etc.)
But then again I don't really know how many Mania ppl there are round here, we could be a minority for all we know :p

Yeah, some places can be a little unfair; some of those original arcade games are unfair too; Even in those games the enemies Throwing arrows and stuff against you;

Think I putted in very hard the same number of enemies than in the original arcade game at 3 players, so in the original arcade game 3 players can fight better against 8-9 enemies at the same time than only 1. Is the problem of copying a game point by point.

At least you could beated the game =P.

I think my others mod won´t be so unfair in mania, or at least I expect;

Thanks again.

And yeah, imagine 3 Abadedes, and them 5 Abadedes (with their 2 life bars) XD; in very Hard I died like 4 lifes just fighting them XD.

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Post  Cm_Blast Wed Apr 09, 2014 5:18 pm

Ok, this time I update this mod.

Main changes:
- All the "Very hard or above" enemies had been removed.
- All the "hard or above" enemies now they are "only 2 players".
- New Musclemen. No more Barbons, now is "Hakuyo" (Sor2).
- Bosses have less health. Before most of them had 4 life bars, now they have between 3 and 3,60. (they don't scale in harder levels) 
- Changed the name to chinese.


Another changes:
- Some food updated (mostly increase).
- In some battle with bosses I splited more the rounds (in levels with "less than 3", for example, to reduce their numbers).

For now I only upload the smk and pal files.
http://www.sendspace.com/file/eu3471

Ps: If someone want to try play the mod with 2 players/cpu and get stuck or see something weird report, thanks.

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Post  DarkThief Wed Apr 09, 2014 8:47 pm

Awww, the original was a genuine challenge Razz

But tbh this mod was miles harder than the other fantasy mods that you've made, so it'll probably fit in a lot better now. I shall be keeping the original version though, like I did with Max of Rage. (takes time to appreciate a really challenging mod, even if frustrating at first. Managed it with 6 toons eventually...Max/Skate as well as the other 4 mentioned previously)

(btw, while we're on the subject of fantasy mods, what game is 3 en Caza based off?)
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Post  Cm_Blast Wed Apr 09, 2014 9:17 pm

DarkThief wrote:Awww, the original was a genuine challenge Razz

But tbh this mod was miles harder than the other fantasy mods that you've made, so it'll probably fit in a lot better now. I shall be keeping the original version though, like I did with Max of Rage. (takes time to appreciate a really challenging mod, even if frustrating at first. Managed it with 6 toons eventually...Max/Skate as well as the other 4 mentioned previously)

(btw, while we're on the subject of fantasy mods, what game is 3 en Caza based off?)

I'm doing a copy of the version before all this changes, just in case.

But yeah, I though figthing two or three times against 3 Barbons and one against 5 (and just in normal) is too hard comparing to the rest of the game. Hakuyo show their "muscles" too, and their hair is similar, so I think is more fair now.

3 en caza is just based in the anime "Bobobo".
An absurd anime with lots of parodies where the main character uses his friends as a shield and beat the enemies with special techniques invented.

In a part of the story good guys and bad guys fighting each others with the rules "3 en caza", so is a 3 vs 3, I just use the idea to include 3 bosses at the same time. Of course I chose a trully boss (Robo X for example) and two "minor bosses", like Jack and Bongo3, all three with "boss" setup and 2 life bars each one, for example.

I used the Knights of the round previous SNES static graphics, so visually is not attractive.

Ps: I changed The punisher mod too.
In the other hand, I have doubts about changing others mods in the same way.
Knights of the round, Captain commando, Cadillacs and Dinosaurs... changing all the "hard or above" to a "Only 2p", because in some parts there are like 9 enemies at the same time just because playing in hard.

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Post  Don Vecta Thu Apr 10, 2014 5:31 am

Captain Commando and C&D are perfect as they are.

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Post  Cm_Blast Thu Apr 10, 2014 3:12 pm

Don Vecta wrote:Captain Commando and C&D are perfect as they are.

Maybe in Captain Commando I will reduce the health of the bosses, at least for easy levels. All the bosses have 4 lifes. Initially I give to them 3 lives, later rise to 4 just to make the mod a little longer, but for easy/normal levels a x4 Abadede, a x4 Shiva and two x3 Zamzas is too much (and without food in most battles).

If I remember well the first 5 enemies (or so) I double their health comparing to the original for the same reason: lengthen the mod.

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Streets of Rage Remake mod - Warriors of Fate (updated to 5.1) Empty Re: Streets of Rage Remake mod - Warriors of Fate (updated to 5.1)

Post  Don Vecta Thu Apr 10, 2014 6:29 pm

Keep the higher levels as they are, though. I think they're good enough for experts.

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Streets of Rage Remake mod - Warriors of Fate (updated to 5.1) Signature_zps2ad5949e
Withering Surface Entertainment presents: H.U.N.T.E.R. with its DLC Stories: Subway Mayhem & A Cold Quest for Peace. Adam's Story (main designer), Rushing Beat Remake, Final Fight CD Mini-mod(e), Double Dragon II The Revenge Megamix.
Don Vecta
Don Vecta
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Streets of Rage Remake mod - Warriors of Fate (updated to 5.1) Empty Re: Streets of Rage Remake mod - Warriors of Fate (updated to 5.1)

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